ACE3/addons/interaction/functions/fnc_openDoor.sqf
johnb432 8f46ffd8d5
General - Change count to forEach where appropriate (#9890)
count -> forEach

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-04-04 08:15:26 -03:00

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#include "..\script_component.hpp"
/*
* Author: commy2
* Open door.
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return Value:
* None
*
* Example:
* [house, "door"] call ace_interaction_fnc_openDoor
*
* Public: No
*/
private _info = [MACRO_DOOR_REACH_DISTANCE] call FUNC(getDoor);
_info params ["_house", "_door"];
TRACE_2("openDoor",_house,_door);
if (isNull _house) exitWith {};
if ((configProperties [configOf _house >> "UserActions"]) isEqualTo []) exitWith {
TRACE_1("Ignore houses with no UserActions",typeOf _house); // Fix problem with Shoothouse Walls
};
private _getDoorAnimations = [_house, _door] call FUNC(getDoorAnimations);
_getDoorAnimations params ["_animations"];
if (_animations isEqualTo []) exitWith {};
private _lockedVariable = format ["bis_disabled_%1", _door];
private _lockedVariableAlt = _lockedVariable; // GM Buildings may have door names like door_01 but locking expects door_1
if ((count _door == 7) && {(_door select [0, 6]) == "door_0"}) then {
_lockedVariableAlt = format ["bis_disabled_door_%1", _door select [6, 1]]; // stip off the leading zero then check both vars
};
// Check if the door can be locked aka have locked variable, otherwhise cant lock it
if ((_house animationPhase (_animations select 0) <= 0) &&
{(_house getVariable [_lockedVariable, 0] == 1) || {_house getVariable [_lockedVariableAlt, 0] == 1}}) exitWith {
private _lockedAnimation = format ["%1_locked_source", _door];
TRACE_3("locked",_house,_lockedAnimation,isClass (configOf _house >> "AnimationSources" >> _lockedAnimation));
if (isClass (configOf _house >> "AnimationSources" >> _lockedAnimation)) then {
// from: a3\structures_f\scripts\fn_door.sqf: - wiggles the door handle (A3 buildings)
_house animateSource [_lockedAnimation, (1 - (_house animationSourcePhase _lockedAnimation))];
};
};
// Add handle on carrier
if (typeOf _house == "Land_Carrier_01_island_01_F") then {
private _handle = format ["door_handle_%1_rotate_1", (_animations select 0) select [5, 1]];
TRACE_1("carrier handle",_handle);
_animations pushBack _handle;
};
playSound "ACE_Sound_Click"; // @todo replace with smth. more fitting
GVAR(doorTargetPhase) = _house animationPhase (_animations select 0);
GVAR(isOpeningDoor) = true;
GVAR(usedScrollWheel) = false;
// Raise local started opening event
[QGVAR(doorOpeningStarted), [_house, _door, _animations]] call CBA_fnc_localEvent;
[{
(_this select 0) params ["_house", "_animations", "_position", "_time", "_frame", "_door"];
if !(GVAR(isOpeningDoor)) exitWith {
[_this select 1] call CBA_fnc_removePerFrameHandler;
// didn't use incremental opening. Just do animation normally.
if !(GVAR(usedScrollWheel)) then {
private _phase = parseNumber (_house animationPhase (_animations select 0) < 0.5);
{_house animate [_x, _phase]} forEach _animations;
};
// Raise local stopped opening event
[QGVAR(doorOpeningStopped), [_house, _door, _animations]] call CBA_fnc_localEvent;
};
// check if player moved too far away
if (getPosASL ACE_player distance _position > 1) exitWith {
GVAR(isOpeningDoor) = false;
};
// this allows for holding the door in it's current state.
if (CBA_missionTime > _time && {diag_frameno > _frame}) then {
GVAR(usedScrollWheel) = true;
};
// do incremental door opening
{_house animate [_x, GVAR(doorTargetPhase)]} forEach _animations;
}, 0.1, [_house, _animations, getPosASL ACE_player, CBA_missionTime + 0.2, diag_frameno + 2, _door]] call CBA_fnc_addPerFrameHandler;